﻿//
// LocalizedText.cs
//
// Author:
//       JasonXuDeveloper（傑） <jasonxudeveloper@gmail.com>
//
// Copyright (c) 2020 JEngine
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

using System;
using System.Threading.Tasks;
using UnityEngine;

namespace JEngine.Core
{
    [RequireComponent(typeof(UnityEngine.UI.Text))]
    public class LocalizedText : MonoBehaviour
    {
        public string key;

        [HideInInspector]public UnityEngine.UI.Text _text;

        private void Start()
        {
            Localization.AddText(this);
            _text = this.gameObject.GetComponent<UnityEngine.UI.Text>();
            SetText();
        }

        public async void SetText()
        {
            await Task.Delay(100);
            _text.text = Localization.GetString(key);
        }
    }
}
